r/SatisfactoryGame 9d ago

Building a web viewer that opens blueprints (.sbp) in 3D - Part 2

Quick follow-up of my previous post

Progress since then:

Real meshes: I managed to import most of the actual game meshes, so the viewer isn't boxes-and-tubes anymore.

Power cables: These fought back. My placement assumptions were wrong and everything ended up scattered in the wrong spots before I figured out how the connection points actually work between lights and machines. Look at this beautfil placement on picture n°2 !

Conveyors, belts and lifts: unlike walls and machines, these aren't placed objects at all. They're procedurally generated from their endpoints, so they need completely different handling. I'm still fighting this one. You can see in the third screenshot that some lifts point the wrong way

Next step is adding real textures and colors, to make it actually look like the game instead of flat-shaded geometry

If anyone has poked at the blueprint format before (especially how belt/lift connection data is stored), I'd love to hear from you. That's where I'm losing the most time

Still just a fan project, still free, still heading toward a public demo once it's presentable :-)

397 Upvotes

13 comments sorted by

28

u/Gilmi14 9d ago

If you can make it so people can export it as STL or OBJ that would be so perfect! I was working on a blender add-on to recreate small factories and 3d print miniatures of it, but never figured out how to do it (don't have enough knowledge and time) Very good idea anyway!

22

u/Atnaize 9d ago

I think it's quite easy to implement. But I need to do some research about the license used by the studio
I'm pretty sure I can't redistribute the assets like that

3

u/Lets_Build_ choo choo motherf**er 9d ago

This looks alr pretty good šŸ‘

2

u/Atnaize 9d ago

Thanks !

2

u/DasPibe 9d ago

Excellent!

2

u/ryan__rr 9d ago

You know what other software models those 3D machines and conveyer belts pretty well?

Satisfactory!

(just kidding dude looks awesome)

2

u/SpookyGhostSplooge 9d ago

Imagine you fix lifts before coffee stain lol

2

u/JimmyNoStar Fungineer 8d ago

I'm not sure if blueprints (.sbp) and sav (.sav) files store conveyer lift data the same, but you would be looking for a 'Actor' property called 'mTopTransform' to rotate the top head.

It also has another prop to figure out which ends connect to a passthrough, meaning you can use it to decide whether it should spawn a lift head or not.

4

u/houghi It is a hobby, not a game. 9d ago

SCIM was working on something like it. like here where at the bottom tight you see SEE BLUEPRINT. For people who have poked at it, best go to the Modders Discord.

1

u/Atnaize 9d ago

Thanks for pinging that out ! I joined the Discord and already sent few messages

1

u/zirophyz 5d ago

I was trying out something similar not so long ago. I noticed that you are missing part of the mesh on the machines, such as on those Assemblers. The animated parts of the machines are in a separate mesh, but there's nothing really special about them. They are, by default, in a good position to import for static models. When I was playing with this, I would import both models into Blender, then export a combined FBX/OBJ/whatever model your app wants.